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Old Jul 15th, 2013, 10:36 AM
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VTT Character Creation Thread

Please use this thread to discuss party roles and character builds. I will update this opening post as needed.

Current Party Plans
PlayerRole
David T.Melee Barbarian
John P. Melee Cleric
Alex M.Reach Fighter
Erich G.Sorcerer
Karl G.Archer Paladin
Basic Character Options
Basic Character OptionsPaizo Publishing makes the complete Pathfinder Core Rules available for free in the Pathfinder Reference Document. In addition, see Pathfinderwiki.com for information on Golarion (the world of the Pathfinder campaign setting).

(1) Core Rulebook (CRB) only

(2) 20-point buy

(3) Two Traits from the Advanced Player's Guide (APG); there may be some restriction on these but I don't have time at the moment to figure it out; do notice that you cannot select more than one trait from any given category (e.g., only one Combat trait, only one Race trait)

(4) 125 starting gold and you begin play with "Standard Adventuring Gear"

(5) The Rogue class will be tweaked; here's the current plan (not finalized):
 

(6) All characters have the Fast Learner ability. Whenever you gain a level in your favored class, you gain 1 hit point and 1 skill point as a favored class bonus. Alternatively, you may choose a racial favored class bonus (in which case you gain neither a hit point nor a skill point as a bonus for that level).

(7) Magic item crafting will be disallowed; Wizards gain Spell Focus as a bonus feat at 1st level instead of Scribe Scroll

(8) No evil characters

Notes(1) Non-CRB material that is allowed is listed below

(2) Here is a point-buy calculator to save you the effort of doing it by hand or coding up the spreadsheet for yourself. Or, if you prefer, here are two excellent stat arrays you can get with 20-point-buy, before racial modifiers: 16/14/14/12/12/7 and 17/14/14/14/7/7

(3) Leadership-related traits are disallowed. Item-crafting related traits are disallowed. The "Rich Parents" trait (which sucks anyway) is disallowed. The following trait is available as a Campaign trait: Observant: You gain a +1 trait bonus to Perception checks, and Perception is always considered a class skill for you

(4) You begin play with Standard Adventuring Gear (SAG). You are considered to posses whatever mundane (non-alchemical, non-magical) items that you need. SAG does not cover items priced at 50 gp or more. NB ammunition will be tracked per-combat, so no infinite arrows (a quiver holds 20 arrows).

[...]

(7) Crafting magic items can quickly screw up the Wealth-By-Level expectations built into the encounter system. Since I'm a new GM I'd rather avoid that can of worms. Maybe after a while I'll get more comfortable and open up at least low-level item crafting, but let's keep it simple for now.

(8) It's just easier that way.

** The NPC Codex includes builds for all of the Iconic NPCs. These provide decent builds for each of the core classes. You are welcome to use these builds once you add two Traits and repurchase equipment following the 125 gp + SAG guideline. (If you don't want to agonize over Trait choices, solid options for most builds will be: Reactionary [+2 Initiative] and Observant [per #3 above]).

** You may find some of the class guides listed in The Comprehensive Guide to the Guides helpful when building your character, especially those that are Core only. In particular, I recommend Rogue Eidolon's guides for the Fighter, Rogue, and Cleric, and Treantmonk's guide for the Wizard.


Fiddly Character Options
 


Some House Rules (Incomplete)
 


Changelog7/18 Added provisional Rogue changes – Added provisional skill point changes – Added ban on magic item crafting – Removed skill points per level proposal, replaced with Fast Learner ability – Added ban on evil characters

7/17 – Fixed Arcane Strike link – Flagged changes to Rogue – Added skill point adjustment for 2+Int classes – Removed skill point adjustment – added spoiler-buttons
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Old Jul 15th, 2013, 10:38 AM
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Advice for Every Character
The following advice may be flexible in a particular case, but it's usually a very good idea to follow it
General Advice(1) Always have at least a 14 Constitution

(2) Always put your Favored Class bonus into hit points (HP) [No longer necessary now that the Fast Learner traits has been added to everyone]

(3) Always max the Perception skill

(4) Always have at least a +0 Diplomacy

(5) Always have a melee attack, even if it's only a dagger

(6) Always have a ranged attack, even if it's only a crossbow

(7) Purchase one or two flasks of Acid or Alchemist's Fire in case of swarms

 


Advice for Party Composition
Advice for Party Composition(1) At least two characters whose primary combat focus is dishing out damage

(2) At least two characters who can use a wand of cure light wounds reliably

(3) At least one character with really good social skills (Diplomacy and Sense Motive, maybe Bluff)

(4) At least one character who can find and disable traps

(5) At least one character with really good Knowledges, especially: Arcana, Dungeoneering, Planes, Religion; Local and Nature are useful but less important; personally, I like History for the adventure-background you can learn, but it's not usually mechanically useful (if you're short of skill points)

(6) At least one character with detect magic and a really good Spellcraft

(7) At least one character who can speak a bunch of languages and has a decent Linguistics

(8) At least one character with a decent Survival

(9) Have backup weapons, and ones that deal different types of damage (you need blunt damage to kill Skeletons, e.g., and slashing damage to kill Zombies); a silver Morningstar is a good general-purpose backup for melee characters

 
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Old Jul 15th, 2013, 11:07 AM
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Tactical Advice
(Informed by TarkXT's combat guides)

Tactical Advice(1) Make sure that every time you act you're doing something to help the party

(2) It's okay to Delay or Ready until you can better help the party

(3) The Best Defense Is A Good Offense – Offensive actions in Pathfinder are much more useful than Defensive actions

(4) Never heal in-combat unless an ally is unconscious or about to be

(5) Positioning Is Everything – Be careful where you stand

(6) Concentrate fire on one enemy at a time

(7) Spend resources at the beginning of combat, not at the end


 
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Old Jul 17th, 2013, 08:53 AM
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I'd like to give the Rogue a few nice things. Here some ideas I've been considering:

Rogue(1) Raise the Rogue's hit die to d10 instead of a d8

(2) Give the Rogue good Fortitude saves (as written, it's the only 3/4 BAB class with only one good save)

(3) Grant the Trap Spotter Rogue Talent as part of Trap Sense

(4) Adjust the Rogue's Trapfinding ability as follows: "A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
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Old Jul 17th, 2013, 09:04 AM
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Possible Next Steps

Currently we're scheduled to play Hollow's Last Hope on Saturday August 3rd. Here are some options for afterward. I like the first one, Crypt of the Everflame. It's less of a commitment than #2 or #3, and if we have momentum and want to keep going there are two sequels that together extend to Lvl 7. So the same level range as The Dragon's Demand but split into three modules instead of one super-module. Since we don't yet know just what we want to commit to, it might be a good idea to have those natural breaking-points.

#1 Crypt of the Everflame (Lvl 1-3)
Quote:
The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town’s founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people.
#2 The Dragon's Demand (Lvl 1-7)
Quote:
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemisis returned?
#3 Reign of Winter (Lvl 1-17)
Quote:
It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea region. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?
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Old Jul 17th, 2013, 09:42 AM
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Quote:
Originally Posted by jm935 View Post
I'd like to give the Rogue a few nice things.
Yes please!


I'm in for Crypt of the Everflame.
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Old Jul 17th, 2013, 11:07 AM
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Quote:
Originally Posted by Alex M View Post
Yes please!
Keep in mind that spell-like abilities (SLAs) can qualify you for Arcane Strike. That's a very nice thing for a Rogue.

It's already a commonly-recommended tactic to pick up an Acid Splash SLA via the Minor Magic Rogue Talent. Rogues get Sneak Attack damage against flat-footed targets; in combat you're flat-footed until your first action (even if there's no surprise round); Acid Splash is a close-range (25 ft. + 5 ft./2 levels) touch attack that is not subject to Spell Resistance and deals a damage type not many monsters have resistance against.

So Acid Splash was already an excellent way to get off some Sneak Attack damage in the first round of combat before you close in to melee. And now you can use that to access Arcane Strike, which will give you a big damage boost and help you overcome damage resistance:

Quote:
Originally Posted by Arcane Strike
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
That's a pretty sweet deal!

***

Here's the current plan for the Rogue. I've dropped the Perception boost; that's a big boost and the Rogue has oodles of skill points and Perception as a class skill anyway–the class ain't hurting in that department. I may tweak these some more, but I expect the basic shape to remain the same:

Rogue(1) Hit Die: a Rogue's Hit Die is a d10

(2) Base Saves: in addition to her good Reflex saving throw, a Rogue has good save progression for either her Fortitude save or her Will save, player's choice.

(3) Trap Spotter: at 3rd level, a Rogue gains the Trap Spotter Rogue Talent as part of her Trap Sense ability


I'm a bit worried this makes the Rogue too-tempting of a 1-3 level dip, but I'm not sure how much of a problem that will be. (At the very least the Minor Magic > Arcane Strike choice doesn't work for dipping, since Minor Magic uses Rogue class level for caster level.)
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Old Jul 17th, 2013, 11:12 AM
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Skill Points: All classes with 2+Int skill points per level will receive 3+Int skill points per level instead. (Added to original post.) (Reconsidered and removed.)
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Old Jul 17th, 2013, 11:24 AM
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If anyone's looking at Arcane Strike, since I've mentioned it, here is a list of every way within our adopted restrictions to qualify for the feat through racial spell-like abilities. In each case caster level = character level, so the feat would scale without a problem:

Elves can qualify for Arcane Strike through the Dreamspeaker alternate racial trait (ART), the Lightbringer ART, or the Envoy ART.

 

Gnomes can qualify for Arcane Strike through the Gnome Magic racial trait, the Magical Linguist ART, the Pyromaniac ART, and the Fell Magic ART.

 


Half-Elves can qualify for Arcane Strike through the Drow Magic ART.

 
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Old Jul 17th, 2013, 12:21 PM
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Adjustment to the Rogue adjustments:

Rogue(1) Trap Spotter: at 1st level, a Rogue gains the Trap Spotter Rogue Talent as part of her Trapfinding ability

(2) Toughness: at 3rd level, a Rogue gains Toughness as a bonus feat

(3) Bonus Feat: at 5th level, a Rogue gains either Iron Will or Great Fortitude as a bonus feat
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Old Jul 17th, 2013, 12:39 PM
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Let's move the archer over to Karl; Erich & John, I'll wait to hear from yall what you want to play before settling on my own party role.
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Old Jul 17th, 2013, 12:44 PM
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Let's move the archer over to Karl; Erich & John, I'll wait to hear from yall what you want to play before settling on my own party role.
You can use your expired DM powers to edit my posts? Tricky.

And appreciated! Thanks for that. I've got a good Paladin build in the works for the Archer character. Karl, it should be easy to play when you're with us and easy to run as an NPC or secondary character when you can't make it. So hooray!
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Old Jul 17th, 2013, 10:45 PM
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Character choice

I am considering a Cleric following Myketa.
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Old Jul 18th, 2013, 12:08 AM
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Excellent. What style of Cleric are you considering? Melee? Ranged? Sword-and-board? Two-hander?

Also, I should have posted this earlier, my apologies:

For the gods of Golarion (the world of the Pathfinder campaign setting), see here. The main ones are those listed at the top of the left box, the main deities of the Inner Sea region. But you can use any of the gods you like. If you're interested in a particular domain, you can find gods by their domains in the box on the left.

That site, Pathfinderwiki.com, is an excellent source of information on the campaign world.
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Old Jul 18th, 2013, 02:45 AM
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Awesome! It's a bit difficult on my phone but I will be checking out character creation and stuff when I get home.. built my computer yesterday

I'm thinking of wizard or sorcerer spell casty role
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